Ghost in the Machine: Daily Interaction with Ephemeral Computing

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Názov: Ghost in the Machine: Daily Interaction with Ephemeral Computing
Autori: Pirandello, Sofia
Zdroj: Cinergie, Iss 27, Pp 37-46 (2025)
Informácie o vydavateľovi: Alma Mater Studiorum Università di Bologna, 2025.
Rok vydania: 2025
Predmety: spatial computing, N1-9211, phantasmagoria, augmented reality, digital ghosts, bioaesthetics, Literature (General), cinematic ghosts, PN1-6790, Visual arts
Popis: The aim of this paper is to examine the phenomenon of the progressive spectralisation of the physical world, which involves a growing habit of contactless interaction. Indeed, the computerisation of domestic and social environments is almost complete. To realise this project of ubiquitous “spatial computing”, technology companies are converging on the development of wearable tools, mostly augmented reality (AR) glasses. While wearing them, users manipulate responsive but intangible objects that they “evoke” and that can appear ghostly from a distance. The interactive images of smart glasses are not concrete: they are digital entities that appear on the user’s lenses and respond to their voice commands and movements thanks to pattern recognition algorithms. Characterised by an unprecedented level of responsiveness, AR is a form of “total cinema” made up of 3D images that inhabit physical contexts. I will therefore refer to AR as a contemporary example of a portable phantasmagoric dispositif, a technology that involves the coexistence of people and images in the same space in real time. Finally, I will argue that, while the physical dimension is undergoing a progressive “ghostification”, it is not being replaced: in order to function, wearable technologies must be innervated in a human body, integrating eyes, hands, feet and emitted sounds as essential components for their operation. The current trend in technology, then, is to replace the touch revolution with a deeper performative turn that involves the user from head to toe.
Druh dokumentu: Article
Popis súboru: application/pdf
ISSN: 2280-9481
DOI: 10.60923/issn.2280-9481/21429
Prístupová URL adresa: https://doaj.org/article/e48b5ae669ed42efa92df7168f7d3664
https://hdl.handle.net/2434/1178955
https://doi.org/10.60923/issn.2280-9481/21429
Rights: CC BY
Prístupové číslo: edsair.doi.dedup.....d22f89cae7589cb72f7a7d86cf5d3f9f
Databáza: OpenAIRE
Popis
Abstrakt:The aim of this paper is to examine the phenomenon of the progressive spectralisation of the physical world, which involves a growing habit of contactless interaction. Indeed, the computerisation of domestic and social environments is almost complete. To realise this project of ubiquitous “spatial computing”, technology companies are converging on the development of wearable tools, mostly augmented reality (AR) glasses. While wearing them, users manipulate responsive but intangible objects that they “evoke” and that can appear ghostly from a distance. The interactive images of smart glasses are not concrete: they are digital entities that appear on the user’s lenses and respond to their voice commands and movements thanks to pattern recognition algorithms. Characterised by an unprecedented level of responsiveness, AR is a form of “total cinema” made up of 3D images that inhabit physical contexts. I will therefore refer to AR as a contemporary example of a portable phantasmagoric dispositif, a technology that involves the coexistence of people and images in the same space in real time. Finally, I will argue that, while the physical dimension is undergoing a progressive “ghostification”, it is not being replaced: in order to function, wearable technologies must be innervated in a human body, integrating eyes, hands, feet and emitted sounds as essential components for their operation. The current trend in technology, then, is to replace the touch revolution with a deeper performative turn that involves the user from head to toe.
ISSN:22809481
DOI:10.60923/issn.2280-9481/21429